Hey Brakes I finished my story for my concept. If you want to read it and review the full concept, here is the link to the thread: 🔥 Hero Concept (with art) Feedback Greatly Appreciated - #16 by SunDragon-11945
Nice concept!! Thanks for the reference
Is it from my JunkerQueen hero concept?? I don’t remember now haha
Hey guys.
I want to share another hero concept after Sicario, Lifeline & Waffle and Prof. Venkman. I’m kind of proud because I made him Peruvian, like me
Hero: Yawar (Pronounced as Jaguar)
Name: José Inga
Role: Defense
Sub Role: Backliner / Push Disrupter / Choke Breaker
Occupation: Jungle Commando
Base of Operations: Peruvian Rainforest/Jungle
Affiliation: Peruvian Army Special Forces (FOES)
Playstyle: Yawar is a powerful backliner. Main weapon is an over the shoulder quad rocket launcher. Hard hitter that controls chokes, without the need to spam his weapon. Mix of Junkrat and Pharrah without mobility abilities.
Look and Feel: Rugged jungle trooper. Not too heavy on camo, sticking to black and greens. Wears a beret. Face painted like a Chavin Skull (Peruvian precolumbine culture). As for the quad rocket launcher, I’m pretty sure you’ve got the idea.
Referencial image hero: h ttp://ste.india.com/sites/default/files/2014/07/31/69293-2-8-2013-best-gh1-o.jpg
Referencial image face paint pattern: h ttps://s-media-cache-ak0.pinimg.com/originals/8d/15/c7/8d15c7d008bbd2355413215c88278333.jpg
Abilities:
LMB - Quad Rocket Launcher / Long Range Linear Projectile / 140 HP direct hit, 100 max splash. 1 shot x sec. 4 round magazine. 3 sec reload time. Self damage
RMB - Detonate Rocket / If you choose to, launched rockets can be detonated on command (if your accuracy is not very good, you can detonate to guarantee at least splash damage)
Shift - Electric Tripwire / Deploys a trip wire on the floor. Upon touching the trip wire, it will trigger an electric shock that will damage the enemy and jump to its nearby teammates. / 1st click to place one end, 2nd click to place second end. Stays active until triggered or another is deployed. 15 second cooldown / 50 hp. Jumps 4 times to nearby enemies. 5 mt max distance (can jump back to an already damaged enemy). Could severly damage a couple of flankers walking into the trap together.
E - Caltrops / Deploys caltrops in an area, slowing all enemies that go through it and prevents jumping. No damage. / 8x8 square patch area. Stays active until triggered, for 10 seconds. 15 second cooldown after its triggered. Caltrops take 3 seconds to deploy (so it’s not intended to be thrown at a group of enemies, during a fight. You need to set it up before) Speed reduction -30%
Ultimate - Portable Mortar Launcher / Deploys mortar launcher that can shoot shells in a specified targeted area / 4 shells per second that drop randomly in the area of effect for 8 seconds. 8 meter radius targeted area. / Can be destroyed (preferable to deploy on high ground).
So sad the comments stopped!
Yeah I wonder what happened to brakes.
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Would you mind reviewing my concept and the story with it? The link to the thread is just above.
I really like your latest concept. The self detonation on the primary fire is really useful. He seems to be heavily based on countering and defending against flankers.
Well here is an idea that has been brewing in my head for awhile:
Name: CON-3R
Race: Omnic
Role: Support/Defense
Sub-Roles: Defensive Healer, Terrain Shaping
Passive: Emergency Defense Protocol - When CON-3R has taken 50% of its health in damage it automatically deploys a low health short duration bubble on itself in order to buy time to escape.
Passive: Mass Conversion Storage - CON-3R carries a limited amount of Mass for use in construction projects, it regenerates over time as he draws from the environment, it can also be recharged by using secondary fire.
Primary Fire: Construction Beam/Biotic-Repair Beam - CON-3R fires a energy beam that latches onto the target ally or Construction Mesh and proceeds to restore the health of the ally, on in the case of the Construction Mesh progress the construction progress.
Secondary Fire: Deconstruction Beam - Offensive “weapon” capable of breaking down constructs and enemies for Mass to use for creating other constructs.
E Ability: Triage Mode - Triage Mode is a mode that when activated temporarily boost CON-3R’s direct healing output and enables him to cleanse debuffs, as well as block against their application.
Shift Ability: Construction Mesh - Construction Mesh is an ability that pulls up a visual energy mesh for placement, pressing the shift key multiple times cycles through the available constructs, left click places, right click cancels.
The ability is capable of being used to place the following:
Forcefield Barrier Emitter - A free standing segment of barrier the size of a doorway that blocks enemy movement through it, intended use is to block doorway approach routes or create walls for friendlies to use as cover while still getting view of the enemy.
Biotic-Repair Hive - A free standing domed structure that auto produces small swarms of “bees” that seek out nearby friendly targets within a medium sized radius and proceed to heal/repair them. While they have a limited charge the Hive can produce swarms at a fast enough pace it can maintain healing on 1 target, though multiple targets will stretch its resources over time. Intended to be used as a health recovery point that people can fall back to, in particular any defensive flankers.
Bridge/Ramp Segment - A horizontal segment of terrain used to create bridges from one piece of high ground to another, When used on the ground creates a ramp slanted away from CON-3R to allow for building up to high ground.
Ultimate Ability: Emergency Defense Protocol Extended Overdrive - CON-3R sends his Emergency Defense Protocol into overdrive, causing it to expand as a large bubble around him for allies to take cover in. The barrier wall is impassable by enemies, and any inside of the area of effect on activation are knocked back out of it. The bubble is always centralized on him even while moving.
Lore:
Before the Omnic War there was a construction company hoping to compete with Vishkar’s Hard Light technology. Taking the Bastion unit as a base they stripped the Bastion unit of its transformation servos, weapon systems, and combat programming.
In place of those things they brought the fruits of their development team’s labors: The Mass Conversion Construction System a, at the time, bulky system that consumed a fairly large amount of energy in order to break matter down into simple mass in order to reassemble the mass into the correct molecular configurations needed in order to produce structure components quickly and relatively cheaply.
Initially it was too energy intensive, the larger the project the more often the unit had to refuel and recharge. It was not until a intern had the bright idea to install a “swarm” project AI into the test units that had been built for energy efficiency tests. The result solved their energy and resource problems.
The Swarm Project AI designated the first unit to commence a project as the “Foreman”. The Foreman would then designate roles based on the available energy supply and resources of all other units joining the task. This allowed a force of these units to work together like a swarm to rapidly construct entire bases in a matter of hours even being able to construct, and repair, vehicles in short order.
They even tested using them to bring a old destroyed tank back online. By the time the swarm was done it was as if the tank was brand new, fresh off the factory line.
Proud of their work the company designated it the CON-3R, named after the intern who had solved their issues but died in a car crash before he could see the project get to that point. They then proceeded to submit the design for mass production and use to the Omniums.
It was only a few weeks later when the war broke out. The company headquarters was located in one of the first cities to come under attack and fall to the Omnic forces. As a result the company wound up destroyed and ironically, their facility wound up being salvaged for material by a swarm of CON-3R units in order to repair a giant Omnic unit that was damaged in the battle. Causing their technology to be more or less lost.
Over the course of the war the CON-3R units remained passive builders and repair units. They built field repair bases and largely ignored humans even when they came near. It was only when they were directly attacked did the CON-3R units would retaliate. Used as a logistical arm of the Omnic Forces the CON-3R units repaired hundreds of thousands of combat units and built hundreds of smaller bases.
By the end of the war the CON-3R units suffered heavy losses, to bombing runs and tactical strikes on their bases to limit how much the frontline forces could be repaired only a few swarms remained. When the Omniums were silenced, so too were the CON-3R units.
One CON-3R unit that was fresh was obtained by Overwatch where it was investigated by a secondary team. That secondary team saw the potential of the unit as a reclamation and recovery unit. With permission from the higher ups they upgraded the unit with biotic technology so that the unit could be used to help treat any injuries during reclamation efforts.
When Overwatch was shut down, the unit was left offline in the undamaged segment of the Swiss Headquarters.
Recently the unit woke up and has commenced repairing the Swiss Base, following the programming that was left for it.
Sorry for the delay! I was away on vacation.
First of all let me congratulate you for fleshing out your hero’s backstory interactions and concept. Keep it up!
I’m most interested though in gameplay and abilities. I always keep looking for abilities that are not in-game and how well could they be implemented, as well as how cohesive are they.
So let me start with the abilities:
Primary fire: Burst Rifle / I think I read that it can do low damage to multiple targets and high damage to a single one. How does that work? Is it like Lucio’s gun?
Overall, if you are having a fire themed hero, I’d suggest that his main weapon should have a fire mechanic (shooting fireballs or something) and do damage over time to anyone it hits.
Ability One: Flail / This is the one i don´t get. Where would you use it? seems the main weapon is powerful enough. Also Brigitte has a flail now. Maybe a lash and use it as cc or a defensive ability? I just don’t see when would you use it over your burst rifle.
Ability 2: Smoke Grenade / This one I love. we need this kind of ability in game. I wouldn’t make the gas set on fire. Just have the ability reduce visibility for enemy team and cancel wallhacks.
Ult: New Day / I like it. It’s like a slow motion D.Va detonation? I’m guessing it would be used to make enemies flee a capture point? Seems like a very interesting and original ult.
Overall you have a strong concept. I would remove the flail and give Amir a defensive ability linked to fire. For example, I would do something like “cleansing fire”, removing any debuff from Amir, lasting a few seconds so the debuffs can’t be reapplied. Would work against Ana Anti heal, orb of discord, and maybe hack.
What do you think?
Keep up the good work!
Thank you! The primary fire is a bit like Lúcio’s gun, or if you have played Halo then it is essentially the battle rifle. I couldn’t come up with something creative for it since a fire based weapon just seemed cliche, so I went with that.
The flail is an egyptian style flail. Here’s a picture:
I wanted something for close quarters and something that would do DoT while fitting with the theme, so I went with that. It is probably his most controversial ability though.
The smoke grenade is one I love too. I wanted it to be more than just a regular smoke bomb, so I went with the exploding aspect. It will probably become useless and just cause people to stay away from the area, which can still help.
The ult is like a slow motion dva detonation mixed with reaper’s death blossom. He can move at about the same speed, and I thought of it to mostly hold a point or keep enemies away. It’s not something to get kills, more of to discourage.
I’m thinking of some passive to let him remove any debuffs or to let him see through enemy smoke, but I’m not sure which one I should do yet.
Hey guys, I would love some thoughts and critique on my idea.
(So I did forget about Lynx 17, but I’ve grown too attached to his name to change it)
Name: Lynx
Role: Defense/flanker??? (Can’t figure it out but backstory-wise he’s cat burglar)
Weapon:
Pistol with a built in silencer
Ammo: 6
Damage: 50 per shot (100 for headshot)
Primary fire: six shot pistol
Secondary fire: Lynx’s helmet has a camera on the back and pressing the secondary fire button changes the camera to see behind him. He can also raise his arm up and shoot over his shoulder
Ability 1: Grapple line. A mechanical device unfolds over Lynx and shoots both ends of a wire to two parallel walls. Lynx can then move across the wire at will or disconnect. The wire stays put till he discards it or is damaged.
-When he’s on the line he hangs upside-down. If he were actually in Overwatch the screen wouldn’t flip with him but his hands would show from the top of the screen.
Ability 2: Prowl. He temporarily turns invisible at the cost of speed and the ability to shoot. He slowly crawls until he uncloaks. Crawling keeps him below most enemies line of fire. If shot he remains cloaked but he’ll yell in pain/anger.
(Unlike Sombra’s ability, it’s meant to be used more defensively.)
Passive: Silent step. Lynx doesn’t make any noise from moving
Ultimate:
Smoke screen. lynx throws a smoke bomb down to cause a large cloud of smoke that only he and his allies can see through. It’s radius would be similar to Lucio’s heal/speed boost
Hey guys. Got another hero to share
Hero: Mateu Orfila
Role: Damage
Occupation: Toxicologist
Base of operations: Spain
HP: 250
Playstyle: Mateu is a toxicologist specialized in poisons and toxins. His main weapon is a dart gun filled with poison from canisters he attaches to his gun (like Roadhog’s Take a Breather, but in the gun). Hits do direct damage and damage over time. Poison looks like a green cloud around the target. Enemies within the proximity to the affected target are also affected by the damage over time.
Mateu’s kit could be useful against hero stacking like pirate ship compositions. He has an AOE ability in case he gets jumped, an antidote ability that removes debuffs from him, and a targeted Anti-Heal area as his Ultimate.
Look and feel: This is my concept for the “Hazmat Guy” in the early OW concept art.
h ttp://8gmwp015fo-flywheel.netdna-ssl.com/wp-content/uploads/sites/10/2015/02/Precontamination-Leaky.png
Abilities:
LMB - Poison Dart Gun / Mateu uses a dart gun that fires darts filled with poison / hitscan / hits damage a single enemy for 120 hp, and poison does 60 damage over 3 seconds / poison damage over time also affects enemies in 3 meter radius of the enemy hit with the dart / magazine holds 10 darts / 1 shot per second / 1.5 reload time / DoT does not stack upon receiving another hit, it just refreshes.
E - Noxious Blast / If enemies get too close to Mateu he can drop a canister full of toxins that creates noxious blast that will affect nearby enemies with a damage over time poison / 4 meter radius around Mateu / Doesn’t need to be targeted / Each enemy affected will receive 100 damage over 5 seconds. This DoT can stack with the DoT effect from the main weapon / 10 second cooldown
Shift - Antidote / Mateu releases an antidote inside the breathing device of his hazmat suit that removes and renders Mateu immune to any anti heal, DoT, Slow, or Debuff (removes Ana’s anti heal, Zen’s Orb of discord, Widow mine’s DoT, Mei’s slow effect, and others like that). This effect lasts for 3 seconds / 8 second cooldown
Ultimate - Toxic Rain / Upon activation Mateu will be able to target an 8 meter radius area. Upon clicking LMB on the desired spot, Mateu will launch a canister that will burst over the targeted area. The explosion will create a cloud charged with anti healing rain that lasts 8 seconds. Enemies inside the cloud cannot receive healing from any source / 2 second cast time / If enemies leave the area, they won’t remain affected by the anti heal.
I would love to hear your comments
Hey guys, these here’s my Lynx-17 Concept. Hope you enjoy:
LMB - Taser Gun / Basically a pea shooter with an electric theme (would need to be wireless of course)
RMB - Confoundment / Similar to Sombra’s Hack, but still lets the enemy use weapons and abilities. Reticle and cooldowns get removed from user display. Effect lasts for 5 seconds with a 10 second cooldown
E - Disruption Field / An enemy hero is targeted similarly as with Discord Orb. Enemy will be affected with some kind of energy pulse that after a 3 second delay deals 100 damage to allies within 5 meter radius of them (but won’t damage the initial affected enemy) . Enemies caught by the blast will similarly “detonate” after another 3 seconds. This secondary blasts do not apply the effect again. This ability is intended to break up clustered enemy teams and disrupt them without the use of CC.
Shift - Iris Link / You can link 3 allies. Any of these linked teammates will live longer, by distributing 50% of the damage they take across other Iris Linked teammates.
Ult - Us and Them / Lynx-17 sprouts 4 clones next to the 4 teammates that are the furthest away from him (if a teammate is dead, they sprout next to the corpse) They are an AI controlled minion that will behave randomly following your teammates and shooting at enemies. These clones don’t do damage. The purpose of this ability is to generate confusion amongst enemies. Of course a smart enemy will be able to spot the which is the real one, but hey, confusion is always welcome
I like the toxicologist a lot. Very heavy on DoT. The Lynx one is very good as well. The Iris link is a pretty unique ability that I never would have thought of.
I have a question for you. I was thinking of replacing the flail ability for Amir with something else DoT oriented, and making the flail a secondary weapon without DoT like Torbjorn’s hammer. Should I do that, and if so do you have any ideas as to what I should replace it with? Also which passive do you think I should choose?
I added an ult
Inspired by Sailor moon, TRON, and that old game snake )
Name: Charity Heart
Role: Support/Off healer
Weapon:
Semiautomatic Ray Emitter
Ammo: 50
Damage: Uncharged 25/Charged 50
Primary fire: Shoots a small vertical ray, holding for full charge causes the ray to leave 5 meter trail for Charity to interact with.
Secondary fire: Shoots a small horizontal ray, at a slower rate of fire. It has minor healing attributes to any ally it passes through
Rays can pierce 1 target, allowing it to hit 2 enemies
Ability 1: Dash Blockade- Charity sprints while leaving a Ray-trail 15 meters long for 5 seconds. She can also jump in long arcs while this ability is active.
Charity’s rays reflect off of her ray trails until it hits a target/object for potential double damage.
Ability 2: Drop Health pack- CH can store up to 5 health packs and drop them for use. She will always heal before storing health. Collect up to 5 individual health packs. Can be up to 2 Large (250 health) packs and 3 Small (75 health) packs. Collecting 4 small packs upgrade into one large pack (She takes the extra 50 health)
Passive: Perfect balance- Charity can walk on the Rays until they disappear
Ultimate:
Rays emit from the front of her suit, encasing her body to reduce damage to her while also giving her a speed boost. While in this form she can drop “Emergency health packs” that she can only use during her ult.
I’d be interested in spreading my Hero Concepts to your Community the name’s ink&panda on discord and i’d also love to help others get their concepts noticed. I’ve already found a ton that were unoticed.
I think you could make an ultimate where there’s a whole ray of healing that keeps everyone healed for only 5 seconds
Would you say like an AOE or the rays the shoots? I think I like the idea of her secondary fire healing allies.
Yeah that sounds awesome!!
what would she look like?